VOTING: LORE

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VOTING: LORE

by RaZoR LeAf » Sun Feb 12, 2017 12:16 pm

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[+] SPOILER
In 2015, we tried to host a Fanfic contest, where writing a story about the origins of a hero was the subject. It didn't go very well, nobody had the time to write it, despite us pretty much extending the entry time to six months. It's bothered me that we've not tried anything since then, so I'm giving it another stab. This time however, it'll be a lot shorter in length.

Lore. Everyone here seems to be a fan of it, some more so than others, but everyone has their own ideas on the origins of or background behind characters, places or events. So this contest will be a chance to let your imagination run wild.

You are required to write a short explanation on the origins and/or background of three different things. I'm giving you a choice of six different subjects to choose from:

  • A Character. This can be any character that has a unique name, or occurs only once within the game. This includes heroes such as Alleria; Bosses such as Nazeru; or one time occurring creatures like Beresad (I am taking the single game as a unique appearance).
  • A Species. Any species (or tribe) that is found in the games. Humans, Dwarves, Goblins, Deep Devils, Fairies, Spiders, etc. Tribes would include groups like Bandits or Savages that are otherwise human.
  • A Tower. Any tower that is found in the games, including special towers that don't operate under the usual four tower means such as the Shrine of Regnos or the Faery Dragon Aerie, factions like the Imperial Knights, and Spells such as Rain of Fire or Call Reinforcements.
  • An Artefact. Any item in the game, such as Gnome Shop purchases, an object that triggers an achivement (like Crystal Skulls) or the main McGuffins like the Tear or Hammer.
  • A Place. Any location in the game that can be visited such as Stormcloud Temple, the Temple of Evil or the Ancient Elven City
  • An Event. Any event that has taken place, either directly (Malagar steals the Hammer of Ages) or indirectly (Vez'nan takes the tear to the Pit of Fire).

You can do any three you wish, but you must choose three different ones. You cannot choose to do, for instance, three Characters.

Final Requirements
  • You must enter three different Tales of Lore, choosing from the six available subjects.
  • Each choice must be a minimum of 200 words but a maximum of 500. Use a Word Counter if you are unsure.
  • You can give your lore a title, but it will not count towards your word count.
  • Spelling and Grammar are important.
  • All entries must be submitted to me via a Private Message.
  • I will accept edits and updates on your entries up until the closing date. Please resend the entire entry and I will use your most recent submission.
  • I need your entire entry in one PM. Sections sent separately will not be counted.
  • Please make your entries original. If you have written Lore in the past, do not resubmit it for the contest.
  • The closing date for entries is February 11th, giving you two weeks to submit entries.


As requested, each entry has been put into its individual category, so we will be voting in posts and not in polls, as there will be multiple votes required.

Please reply to the thread (or send me a PM if you want your vote kept secret) stating the name of the entry for each category, and which one is your overall winner.

Charcters


The last Kiorian
Pain. This was life for the kiorians, pain and suffering. They were a species known across the galaxy for their great technology and constant plundering of the materials that seemed to be limitlessness scattered across their home planet of kior. Ultimately, it would be kiors prosperity that led the yautja to invade. (Yautja is the actual name for the species from the "Predator" franchise that cameos in KRF.)

This invasion is what caused the pain and suffering that kiorians came to know as life. The yautja, a species of alien hunters that slaughter exotic prey for honour, came for kior to fuel their hunting rituals. Thus, kiorians became slaves. Sha'tra was a remarkable specimen among the kiorians. He was stronger and more quick-witted than most, but his greatest strength was his fiery will which could not be snuffed no matter how hard the owner of his family tried. He would regularly escape and cause ruckus, organizing uprisings against the yautja. Because of this, his forehead was marked with the yautja symbol for disobedience. The strict code of honour ingrained into yautja culture is what lead them to somewhat respect Sha'tra, allowing him to avoid being killed. It would be this code of honour and the arrogance of the yautja that allowed Sha'tra to escape.

Sha'tra vowed to free his race and spent many years collecting technology and studying yautja combat techniques, honing his abilities so that he may fight back against his species' slavers. However, he being disconnected from society caused him to discover an event of utmost importance too late. This event was the second invasion that kior would face and it forced both the yautja and the kiorians to fight back. Eventually, Sha'tra joined into the fray and fought fiercely, but he was forced to escape.

None of those who followed him made it out alive, which Sha'tra only acknowledged and accepted once he had escaped on a yautja-marked shuttle made by his people. Several hours later, the ships on-board computer detected damage to the interior, caused likely by an acidic substance. Sha'tra went to investigate, only to discover that his planets threat had come with him. Several reaper eggs made it onto the ship, as well as two sleeping reapers. Sha'tra fought the creatures but damaged the ship further in the process, causing it to crash-land in a jungle on an odd planet. Sha'tra thought that the reaper eggs were destroyed in the crash, so he left the wreckage after salvaging as much of its technology as he could.

The markings on the ship were then used by the savages that lived in the jungle to mark areas infested with reaper eggs. Sha'tra now fights against the reapers and any others who stand in his way. This serves as entertainment for Sha'tra and also gives him the satisfaction of knowing that lives may be saved by his exploits. Colloquially, he is known as Sha'tra the Skyhunter.


Bruce the Werelion

An old friend of Denas, and a loyal one. He was a hero of the Linirean conquest led by Denas' father. Due to his courage and noble actions, he was christened by the king as Sir Bruce Lionheart.

When Vez'nan entered the picture, Bruce didn't trust him one bit, despite Denas feeling otherwise. Whenever Vez'nan tried to influence Denas, Bruce would be there to counter his influence. He acted like Denas' big brother and would watch his back. As such, there was no love lost between Bruce and Vez'nan.

He came along with Denas to aid the elves in the Elf War as the leader of the Kingsguard. At first, he had been disapproving of Denas going into the fray himself instead of just sending troops. However, Denas stood still by his decision. Add in Vez'nan's tagging in, and Bruce knew he had to look after the crown prince.

The night after the final battle, he had a dream. In it, he saw a white lion pounce and maul him. This happened multiple times during their stay in the elven kingdom. Believing this meant something, Bruce set out on his own to find an answer, not realizing a certain dark wizard following him.

His journey led him to the deepest parts of the Enchanted Forest. There, he finally found the source of his dreams. Before him was a small glade with a pond, and the white lion stood in front of him. He had heard of it from the elves as a myth, so having dreams of one, let alone seeing one, was an overwhelming experience for him.

However, out of nowhere, a red beam of light hit the two of them, and Bruce lost consciousness. When he woke up, he saw something shocking. In the pond's reflection, instead of a man, he saw a lion staring back at him. Realizing the implication, he roared in rage and anguish.

Returning to civilization was not easy. People would run away from him. Eventually, after proving that he was harmless, people warmed up to him. From them, he learned that the Linirean army had departed the kingdom weeks ago, and that he was presumed dead after gone missing.

Lamenting his fate, he lost all hope. The entire kingdom believed he was dead, and he couldn't return in his current condition. Just then, he heard about the pockets of resistance resurging, particularly the attack on Galadrian's Wall and the news of a counterattack from Duredhel. Believing not all is lost, he stood up and joined the fight once again. If he could no longer be a hero for Linirea, then he would be a hero for Aredhel.


Spirit of Vengeance
Thundering hooves sounded the doom of the village as the raiders appeared on the horizon; only one woman gave any effort to her survival, holding her son close as she prayed to whoever would listen. Growing increasingly desperate as no spirits, Holy or Accursed, answered her, she lay down her soul as payment for aid. Istonn, an infamous Demon Lord grinned and immediately accepted the offer, disintegrating the raiders, his own minions, before turning the villagers’ simple minds dark. They grabbed the witch and prepared a pyre for her and her son, but as the flames licker her, she used all of her meagre powers to teleport him an incredible distance, before screaming as Istonn claimed her.

Drinking in Istonn’s life force, Moloch knew the coup was ended and that his other minions would take heed when considering another, but more needed to be done. To re-exert his dominance, He took inspiration from the regrettably late Mactans, beginning to wave webs of influence over the mortal world. He began close; Vez’Nan was almost as ambitious as the Overlord Himself and had had a taste of the power Demon pacts granted, the oaths they spoke had been upon his lips for nigh on a year. Sarelgaz seethed in her slumber over the death of her Brood-sister, and his masterstroke, the hobbit He forced into her lair, would soon cause her to wake. But He was yet not done; He needed a general to lead the lesser demons over the Rift of Cinders and beyond to dominion over men.

While reading through Istonn’s memories, Moloch came upon the trapped soul of the witch, piquing his interest, leading to him finding her son serving as bodyguard to a decrepit scholar. Quaint. Exerting control through the curse in their shared blood, smoke and solid shadow encased the man, twisting his blades as they seethed fire, staining his armour deep crimson and leaving only red eyes glowing from beneath his helm. But in his overconfidence, Moloch had overlooked the scholar; even as his apprentice fired purple blasts and screamed treachery, the Grand Wizard read aloud a Pandaemonic spell from his tome, rooting the demonic entity the bodyguard had become in place, and granting the man partial control, allowing him to make his suggestion to the Mages.

Instead of removing Moloch’s connection to his blood, they instead strengthened it, warping them straight to Pandaemonium. The trio quickly got to work, Magnus’ shades distracting the lesser demons as Nivus began his spell to loosen the bars of the cages. With vengeance in his scarlet eyes, the man placed his swords together, cutting his mother loose and slicing at Moloch’s neck in one swing as he named himself Oni, the title granted to a Demonkiller. Roaring infinite curses, Moloch sealed the man in his corrupted armour and flung him back to own dimension; such was his fury that lesser demons are terrified at a whisper of “Oni”, and they flee at sight of his flaming katanas.



Species

The Striking Vines of the Za'golon River

The carnivorous plants referred to as "Snapvines" were a mystery to our forces when we first encountered them. Why were they so aggressive? Why did they grow in only one small area in the jungle? We were first warned of them by our allies from the Tuk'va tribe who had recently joined us. Eventually, they explained that the Snapvines had an interesting history... Several decades ago, a great battle took place near the river. This battle was between the Tuk'va and the Ma'qwa, who were once a united force. The Tuk'va were being led by the son of their leader, a powerful nature shaman known as Rahvuk the Mighty.

In the heat of battle, Rahvuk performed a magic ritual that would transfer the souls of dead Tuk'va into nearby plant matter, transforming the plants into jungle creatures capable of continuing the fight. Unfortunately, Rahvuk was killed by a stray dart before he could complete the ritual, causing the plant-creatures to be imperfect. Rather than attack only the Ma'qwa, they attacked both the Ma'qwa and the Tuk'va. From that point on, they were referred to as "Paraa Enivu'i" by the Tuk'va, roughly meaning "striking vine" in our tongue. This is the reason that we call these peculiar plants "Snapvines". The Tuk'va do not attempt to exterminate the Snapvines despite their hostility, as they can help to defend the bridge and do still possess, to some extent, the souls of noble Tuk'va warriors. For the Tuk'va tribe, they serve to remind of the great battle from long ago, and of the power that Tuk'va shamans wield.


Shadow over Ryly'eh
Originating from lands unknown even to them, blown there by seemingly-conscious winds, the eerie people on Mompoey Island, with their narrow heads, flat noses and bulgy, staring eyes were prime candidates for maleficent forces to tempt with great power even before arriving upon the island that had been Ryly’eh. Beset upon by the flotsam and jetsam of humanity – pirates, without enough farmable land to feed their entire population and besieged by great storms and winds that ripped apart their settlements, dark thoughts clouded their minds. One by one, they disappeared at night as they walked into the jungles and the power they could feel within it.

Even at the deepest point of his forced slumber, Leviathan could examine the world around him and exert his will upon it. Feeling the growing discontent amongst the people with the lack of any aid from Regnos, he displayed many half-truths, leading them to believe Regnos was jealous of their location upon the ancient island and that the Ocean God beset them with raiders and storms so that other races, whom he favoured more, could take the island and grant him hegemony over it. In their desperation, the people listened to the dark words, and nodded. Before they knew, such black speech was all they heard, they began to feel suffocated when not in water and those who had not nodded drowned even as they doubled over on the dry land they trod.

Cutting through the dense jungles, emboldened by the deaths of their fellows, and picking off their skin in shimmering scales, eventually they came upon the stones that marked what had once been Ryly’eh. Closest to him now, their minds were completely his, as they had been before he took them - not even the monolithic Guardian of the city could stop them, the stone giant returning to the sands that had formed it as the tides rose. It was midnight when the last statue was brought down, the tide already covering the body of the Guardian, as the people stood about; retching and scratching deep gashes into their necks.

The light then increased beyond that of the moon, twice, thrice and beyond, causing the entire city to glow with the fragile patterns reflected in water. So dumbstruck by the feat, the people hardly noticed the warm water creeping up about them, nor the green, amphibian humanoids that began to walk about them. The Mompoeans, now far more than human, subconsciously formed a single line, with an equal number of the creatures standing before them, with large, masculine creatures before each woman, and lithe, ethereal marine females before each man. They took the webbed hands of the creatures in their own now-webbed hands as they were lead into the waters, shedding the last of their humanity as they twisted into the first generation of Deep Devils.




The Twilight Elves
Harbingers of chaos on the southern continent, the Twiligh elves splintered off from the main elven race.

The Twilight elves were once one with the other elves, when the reign of the kingdom span to the entire Southern continent itself and peace was seemingly eternal
The Twilight elves are different from the other elves in general, they were purple, but they lived as one in the soaring first elven city
As Elynie herself declared that the first city must be sacred after her return to the heavens, and the first elven city was abandoned, Twilight elves preferred to stay on Duskwood, while the regular elves at the tranquil forest. Despite this, they still remain good allies with each other.
However, since that, a cult of sorts began somewhere in the depths of Duredhel, who praised a dark god, the dark god was one being of constant chaos, war, and anarchy. Somehow, the cult managed to rise to power some years ago, and ruled over the twilight elves, it is said that the one who started it was directly tied to the bloodline of Queen Malicia herself

After since, the twilight elves can only be described as beings who always crave for war, since they were always preparing for one, they developed the best equipment, weapons, armor, and magic, all with the sole intent of turning everyone who gets in their way to ashes. Their entire population are drafted, if not as soldiers, then as servants for the soldiers, scourgers, or if you really want to give your life for the queen herself, zealots.

The elves, knowing this, do prepare some weapons of war of their own, but in the end, it would be no match for the twilight elves, at least, in brute force........
At the time of the great civil war, the twilight elves easily won the hearts (or tamed) of any other creature that only seek to sow chaos, like Hoplites, Orgres, and the beasts (such as the razorboars, cloud stalkers, etc), while they either exterminated or cursed the fairies to fight for them. The Gnolls are first enslaved by a Twilight division who forced them to launch an attack that would kill Alleria. But after their loss, the entire Gnoll tribes rallied together, broke free from the slavery, and waged war on their own.



The History of War between the Jungle Tribes
The war and general distrust between the two tribes of the jungle east of Linirea, the Ma’qwa and the Tuk’va, has existed for as long as the storytellers remember. Let us retell that story.
The Beginning
Lore between both tribes indicate that they were created, or at least mainly influenced by, the goddess they call Saqra, who lords over the jungle. Another point of agreeance is that she also created the Saurian race, made in her visage and meant to act as her emissaries on this world. At this point, both tribes were united, though Ma’qwa were noticeable higher-class then the what would be become the Tuk’va.
The Underground
One day, a large spaceship crash landed in the jungle. Tribesmen were sent to investigate, and returned the advanced technology found in the ruins to their overlords, the Saurians. To the displeasure of Saqra, the Saurians became obsessed with this new technology, retreating underground and losing their faith in the goddess that created them. She has not made her presence known in the mortal realm for centuries since this event.
At the disappearance of their rulers, the tribes descended into chaos, rapidly splitting apart. The Ma’qwa, unused to their new position as gatherers, began to starve, before shortly resorting to cannibalism. What would become Tuk’va society gathered around a leader, Vatauk, and began to leave the city of Urqu.
The Protracted War
The Ma’qwa eventually settled down from their early days, establishing their primary territory to the north of the crashed spaceship, while the Tuk’va headed south. The Ma’qwa centered around the now village of what they named Ma’qwa Urqu, and sent hunters to the edge of Crimson Valley to hunt those who strayed into the jungle.
When the Gates of Nazeru were constructed, the Ma’qwa, searching for prey, turned their gaze inward, toward the Tuk’va. Each party had very different strengths, as the Ma’qwa preferred close-quarters and offensive fighting, while the Tuk’va did the opposite. This lead to a stalemate, as the Ma’qwa could not break the Tuk’va, but the Tuk’va could not afford to go on the offensive. This led to what is now known as the Protracted War.
The Present
When the Linireans came to the jungle, they came hot on the trail of Lord Malagar. Malagar bargained with the first tribe he could find, the Ma’qwa, to delay the Linireans as long as possible. This lead to the Ma’qwa having to divert their forces, finally leading to a change in the status of the stalemate. Soon after, the Linireans had their first contact with the friendlier Tuk’va…



Tower

The Workings of the High Elven Mage

The machinations of the High Elves are known to few, especially those outside the Fae Forest. However, these powers are kept secret for good reason, as they are powerful, and the forces of evil may seek it.
The Time Crystal
The process of creation for a crystal powerful enough to bolster the magic of a single elf by a large amount requires crystals of immense power, durability, and purity. The first step is hiring gnomes, who will do anything for gold, to harvest crystal essence from the breath of Grootslang, the serpent of the Crystal Lake. The essence is given to special alchemists, who combine this material with certain special herbs and enchant it with other magic. At this point, the mixture still remains in a sluggish, yet gaseous form. This is moved into a vessel of extremely cold temperatures, hardening the mixture into a more crystalline form. Hence, the now solid crystal is dropped into a hot environment, such as boiling water, where it fragments. Some of it turns back into a gas, which is collected and later to make the gems that line the side of a High Elf’s Tower, the so-called “Power Gems”.
Meanwhile, the shards which survive the boiling are returned to a liquid form through hotter temperatures, and the process is repeated until the alchemists know it is strong enough for a High Elf to wield.
Battle Preparations
Before the beginning of a battle, High Elves are prepared on what to do when they reach their location. Since all High Elf Towers are converted from Eldritch Daises, High Elves are trained to reach the tower, and then sacrifice some power to transmute the floating stone into a tower. The outburst of power transforms the rocks into a smooth, dark bluish-black material, while also creating a peak for insertion of the main gem. Once the tower is prepared, the High Elf ascends the steps, places the main gem, and fights.
Timelapse
A special power of High Elves is the ability to phase enemies to another dimension, one within the confines of their gem. When the gem is used in this manner, it releases a sort of shockwave which targets enemies and moves them to this dimension. The dimension itself is a featureless plain of light blue, which constantly assaults those inside with waves of pure power. However, this dimension cannot exist for long, as the energy required to maintain it is far too great, even for the highest-level of High Elves.
Arcane Sentinels
The Sentinels summoned by High Elves are, in fact, pieces of the “Power Gems”. The Time Crystal, normally taking the energy from these crystals and strengthening it, rebounds the strengthened energy, launching the Crystal, now encased in an orb of power, at high speeds toward enemies. These crystals lock on to enemies and begin firing pulses to remove their energies. When returned to the tower, they circle the edge of it, slowly waiting for an overcharge to drive them to their targets.



500mm Big Bertha
A 50 ton bronze, brass, and steel cauldron of mass destruction. The Big Bertha is a byproduct of a continuously refined Dwarven design.

Derived from the need of a weapon that can safely bombard foes from the other side of a Dwarven underground city wall, the early dwarven bombards work by propelling ordinance using a small charge at a high angle, the result is the ordinance flies just at the right height over the city walls, but under the height of the massive underpasses Dwarven cities were once built in.

As the years pass, and the dwarves move out of their underground citadels and meld with humans, elves, and other creatures alike, more advanced designs become necessary, more powerful ordinances were somewhat easily made, while a stronger base, and a larger propellant allowed longer range. And, after some work, these artillery systems can be managed with just a loader and a gunner (trained of course, to maintain firerate and accuracy)
Eventually, heavier ordinance mean that streamlining of the shells, and a reinforced barrel is necessary, the Dwarves was pushing this weapon to its limits, the heavy shells takes the toll of even the toughest loaders, so they needed some solutions

And thus, the new 500mm Big Bertha was born, to solve the loading problem, an advanced composite loading system was introduced, built deep inside the machine, a mechanical marvel for the dwarves, it allows the loading of the half ton 500mm bombs at just the same rate of the lighter, hand loaded ordinances
The first tests on the proving grounds reveal that massive recoil have a tendency of ruining the weapon under sustained fire, to solve this, a reinforced, reciprocating barrel is introduced, dampening recoil to acceptable levels

One of the most feared of the many types of 500mm cannonballs loaded, is the cluster missile, an ingenious design, once the cannonball is launched, a secondary fuse inside the shell lit, timed to explode precisely at the peak of the shell's trajectory, releasing its fearsome payload of multiple bomblets at targets below

The icing on the cake of this weapon, is its Dragonbreath missile launcher. a weapon derived from an earlier invention, found on the Dwarven colony on the Southern continent, an aerodynamic missile is launched, propelled with an alchemically fueled small scale combustion engine, and steered using advanced radio guidance, a task done by the gunner. Despite this, the performance of this launcher will never match the sheer efficiency of the original, made by one of the greatest dwarven inventors to ever live.

Due to its massive profile, as well as difficulties in moving the great weapon, the Dwarves still use their lighter and smaller bombards






Artefact


The Hammer

The Hammer of Ages is a legendary artifact of great significance that is known by many for its power and complex history, though few know exactly how its history played out. It was first discovered by Arda II, a noble warrior, explorer and ancestor of Malik Hammerfury. Arda found it among the sand in the Azsare desert. No one knew where it came from, but Arda took its discovery as a sign and decided to have her crew camp in the nearby area. Arda would often return to this area when in need as she somehow always knew how to find it.

Over the course of seventy years, the camp became a town which eventually became a massive city after another eighty years. Arda used the hammer with pride and smote many foes with it. After her passing, it was used by her daughter, Arda III. However, Arda III eventually decided to place it in a guarded vault as it seemed to attract more enemies and battle due to its infamy and value. To make sure that no enemy attempted to steal it from its vault, she made it seem as if it was destroyed in battle by using her ability to cause mirages and illusions. Inevitably, it was discovered that the hammer was, in fact, intact. From then on, the city that housed it was called "Hammerhold". One hundred and twenty three years later, Lord Malagar stole it as he was one of the few that knew of its true power: the ability to shatter carcerite, a blue crystal created by the gods to imprison deadly foes. The hammer was created this way by an ancient demigod before he was killed. This demigod was the true form of the Lord Malagar before he was killed and reincarnated into the body of a human by his followers. The hammer was destroyed by Umbra after his release. Mysteriously, its broken pieces were never found, leading some to believe that it still exists.



Title: Eye of the Grootslang
Countless names are etched into a new Dwarven Throne once it is legitimised and the Monarch is crowned; denoting those lost in the discovery, exploration and colonisation of this new Dwarven Realm. In the correct light these runes glow to provide additional information; red indicating those poor souls slain trying to delve where the world is gnawed by nameless things; the basilisks, cold drakes, and dragons of all varieties beyond light and knowledge. The lone Dwarf took a step back from the empty seat, having placed his fifth and final King with the rest of his kingdom: etched in red upon the opulent monolith, just above his own name.

The nest they had disturbed was unfathomable, larger than any recorded, granting him a surplus of bone and scales to test, manipulate and smith. Eventually, he emerged from his Deepforge; clad in his new armour, a serendipitous union of Mithril and Golden Wyvern scales, grasping his lance, formed from a Dwarf Banner pole and the furnace-tempered horn of a Winged Colchis. Slaying reptiles great and small, known to him and otherworldly, he slew his way to the lowest point and waded into the Great Abyss that greeted him there, cold as the tide of death. The great water serpents within rose and fell with the waves they created, until finally he came upon the Kingsbane, that which had claimed four of his rulers: A Crimson Grootslang.

From the noon until the dead of night they wrestled, until at the dawn, with a tear of light scratching the waters, he pierced its eye with his great lance. From its final rattling breath, the Grootslang screamed its body into crystal; a great vapour rising around them, fire and steam, the Kingsbane splintering into infinite shards. Without a socket, the remaining eye rolled into the hand of the Beastslayer, a new frontier for his experimentation.

Mounted in bone and metal, the orb drank in the fire of Dragons, and breathed them out as if Telcagnor the White Dread lived again, proving crucial as he delved high and low, smiting any Drakes he came upon. Eventually he passed through the Grey Ravens, and came to stand afore the Dragon Throne he had heard rumours of. Such was the fury of his challenge that for the first time in a generation the Dragon King engaged in single combat, albeit with unsurprising results. The Colchian lance splintered upon his emerald scales, and the full wrath of the Staff paled against his breath. Once it was done, the King swallowed him whole and added his creation to his personal hoard, an unprecedented honour. Aredhelian scholars recounted the Dwarf’s tale, gleaned telepathically, to the King, who was so entertained he exchanged the sceptre for a tome of exploits. The Rod of Dragon now sits pride of place in the Aredhel armoury, and upon certain days, in the setting light, rumours say in its hilt a Dwarven name can be seen, shimmering in furious red.


Place

A Tour of Stormcloud

“Welcome inside. We’ll be taking the tour now.”
“Here we have the central atrium, a massive chamber. We won’t be visiting the halls to the left and right of me, but those house the living quarters and training rooms respectively.”
“The main highlight of the tour today will be the balanced nature of the temple itself. As you came into the temple, you may have noticed a platform of polished stone, topped with a diamond. That would be the Shrine of Air, one of the four elements.”
“Those willing to brave the bitter cold, come with me through the magic barrier, which keeps the temple from freezing.”
*muffled* “The gale-force winds help attune Adepts to the element.”
You feel the fast-blowing winds.
“Now that we’re back, let’s go deeper into the temple, to explore the Shrine of Earth. This is where adepts channel the power of the land itself to create Earth Elementals, who act as Guardians.”
An adept is seen funneling magic through the Shrine’s emerald and into the ground to create an elemental.
You feel very steady on your feet.
“Next, let’s head back to the atrium to board the ‘elevator’, so they call it.”
“We have arrived at the highest point of the temple, and now we must trek a bit, for the Shrine of Fire rests at the top of the mountain.”
“Everyone okay? Good. Here we have the Shrine of Fire. See the orange discs floating in the air? Those were created by the First Sorcerer, and are called the “Sun Lenses”. They focus the power of the sun, the main power of the Sorcerers, into the ruby at the pinnacle of the Shrine. Anything that touches the ruby will burn, even water!”
You feel a radiating heat.
“Now, let’s take the ‘elevator’ to the last point on the tour, the Shrine of Water. Surprising, I know.”
“Here we have the lake, of which the Shrine floats in the center, with the pinnacle of a sapphire. Note the orange crystals jutting from the bottom of the lake. These crystals grow, and are harvested very occasionally for the use of Sorcerers.”
You feel a steady rocking.
“What do the adepts study here? It’s simple. They use the flowing nature of water to create spells that make other objects flow between shapes. They call it ‘polymorphing’.”
“Ah, good. A demonstration.”
The Adept takes a small insect, and then harnesses the energy of the shrine to turn the insect into a sheep. The crowd oohs and aahs.
“Now, if you turn to your left, you can view the sheep pens.”



Grimmsburg

Ever wonder why fairy tales are called, well, fairy tales? That's because they are tales, told by fairies. Grimmsburg, being the closest town to the fairy kingdom, becomes a major source of fairy gossiping, that would eventually turn into tales.

The town itself is unique, although being located deep in a magical forest would do that to any town. For one, some of the inhabitants aren't even human. The Porcus brothers are a prime example of this, being humanoid pigs who act like humans. The eldest owns a wheat farm, the middle is a carpenter, and the youngest is an architect. A brawl in the tavern that resulted in them being kicked out made them infamous amongst the fairies.

Another interesting inhabitant is the candy witch. She really is just an old lady who owns a sweets shop and lives with her two grandchildren, Hans and Ethel. Perhaps her senility and strictness is what caused the fairies to put her in a bad light.

Somewhere between the center and the edge of the town, the Red Hood tavern and inn stands. This place is owned by the local werewolf, Lupo, and is named after his wife's childhood nickname. The werewolf stigma doesn't affect business much, but the fairies are still going to spice their story up anyways.

What makes this town really unique however, is a piece of floating ruin hovering just northwest of it. It is a part of the Soaring Ruins that somehow managed to get over Evermeet Mountains. Many have tried to reach the place, and they all failed. Some fairies managed to fly up and sneak a peek inside, and the sight of an inactive golem terrified them to the point that they thought the place was guarded by a giant. But hey, anything to make their story interesting.




Hammerhold

The citadel of the Azrare desert, the fortress of Hammerhold once sit as an icon of expansion and exploration, sitting at the very frontiers of the kingdom itself, unfortunately, its placed between a rock and a hard place

The fortress of Hammerhold was built during the kingdom's expansion, it was built to protect the vital harbor of the Zarafo river delta, as well as caravan routes to and from Lopah, it was built on the site of the ancient fort of Halfaya that originally belonged to the Nas'de kingdom.
As the fort is located in the middle of the desert, supplies are brought in mainly from sea.
The fort was built with the original intent of holding the Hammer of Ages, an ancient dwarven artifact, as the dwarves requested it to not be held in Linirea, in case of an attack.
During the period of the Barrington Keynes expedition, Hammerhold served as the final safe haven before the expedition groups set off to the east, the results of the expedition was the mapping of the areas that is far way from the very edges of the kingdom.

As the fort was built during a relatively peaceful period, little consideration was put to the fact that it was a barely defensible location, it was too far to be easily reinforced, it could be easily surrounded. This became a horrifying reality, when the dark army attacked the kingdom, commanded by Vez'nan. While the main Linirean army was occupied with attacks on the grasslands and the capital itself, Hammerhold fell to the dark army quickly. However, due to the efforts of Lord Malagar, a high sorcerer, the Hammer of Ages was able to be evacuated to sea.

Unfortunately, the second time Hammerhold came under a major attack is by Lord Malagar himself, and the Hammer fell into his hands, through monumental efforts of the Linirean Army however, it was reclaimed.

Despite its notoriety of never successfully holding the hammer, it is still kept in Hammerhold, as the kingdom now returned to more peaceful times, Hammerhold continue to stand as the kingdom's bastion of it's frontiers in the Azsare Desert



Event


Twilight of Aredhel

Aredhel. The capital of the elven kingdom, as well as the queen's residing place. To have it fall would mean the collapse of the kingdom. Mactans knew this, which is why the old spider told Malicia to set a siege for it. With the twilight elf queen's eyes set on the capital, the twilight army was prepared.

Led by Ainyl, Malicia's sister, the army marched to Duskwood, through the gnome village at Neverwonder, past the Crystal Lake, and finally stopped at the bank of Blackwater Rapids. There, they would wait and prepare to breach the city wall.

Meanwhile at the palace, the queen was having a visit from Malicia herself. Little did the queen know, it was all a trap. Malicia's arachnomancer companions snuck into the palace kitchen, poisoning the food. Come dinner time, and the queen immediately succumbed into the poison after her first bite of the meal. Everybody else save for the twilight elves followed after, except for Princess Alleria who was absent.

With the queen fallen, the elven army was withdrawn to the palace in fear of an ambush. This was exactly what Malicia planned all along. Standing on the palace balcony, she lit up the sky with magic, signaling her sister to begin the invasion. With the help of Mactans, she retreated before the palace guards could capture her.

Suddenly, the northern city walls blew up. Waves after waves of twilight elves poured in, bringing death and destruction in their wake. In the middle of it all stood Ainyl, observing the attack and helping the twilight army with her own magic.

By the time the army had been drawn again to the wall, it was too late. They were outmatched and outnumbered. Within hours, Aredhel was captured along with the queen. However, not all hope was lost. The news of Princess Alleria's safety boosted the army's morale, even as they retreated from the capital. Retaliation would be sooner than the twilight elves expected.




DISCLAIMER

As there is only one entry for 'Event' it automatically wins that category, but please do not forget to vote for it, if it is your favourite overall.


LEGALS

  • Do not vote for your own entry.
  • Whilst spelling and grammar are important, please consider the Lore that has been written over any mistakes you may spot.
  • Please provide constructive feedback on the entries that everyone has made an effort to write.
  • You have until Friday 17th to place your votes.
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Re: VOTING: LORE

by Zonoro13 » Mon Feb 13, 2017 5:51 am

My favorite character entry was Oni. Bruce was a close second: the idea was simple but well-executed and was satisfying to read, and while there were numerous errors, I did not notice them until my second reading. The Oni entry was written very well overall (it did have errors also). The writing was so excellent I didn't notice whether the plot was any good. I guess the demon tricking the witch was clever. Nice work BBB.

The deep devils story was far and away the best species entry. The others were decent, but this one was really great and sp00ky.

The best tower entry is the high elven mage. It's a solid entry with few or no mistakes, reasonable length, and decent vocabulary. On the other hand, I didn't find it very engaging and the writing was at times clunky and awkward. (many entries in the contest had this problem. Writing smoothly is hard!) This is a good entry, and this is the first category where my vote goes to a good entry and not a great one.

The other entry had an interesting idea and might have beaten the high elven mage if it were not for the mistakes. You need more than just commas to punctuate a paragraph! There are problems with tenses and missing or incorrect punctuation. Otherwise, the story is quite good.

Of the artifacts, the one about the dragon rod was better. It was longer, very well-written, and interesting in the fashion of Tolkien. However, please use words like "serendipitously" correctly (if you use them at all, which you shouldn't). Also, there was a grammatical mistake. I'm disappointed BBB.

The other entry was well-written and I liked it, but it was sometimes overly wordy (like the mage tower entry) which detracted from the storytelling.

The first location entry had interesting execution but the content was not as interesting (I noticed that entries recounting events, like BBB's entries and Bruce, were more interesting than those just explaining something, like the HEM entry and this one). Props for originality though.

The first two lines of the Grimmsburg entry were really awful...

"Ever wonder why fairy tales are called, well, fairy tales? That's because they are tales, told by fairies."

They made me not want to read the entry. The rest of it was actually pretty interesting and my favorite entry in this category.

The third entry had the same punctuation problems as the big Bertha entry and that just ruined it for me :/

The events entry is quite good.

Voting:

Spirit of Vengeance
Shadow over Ryly'eh
The Workings of the High Elven Mage
The Eye of the Grootslang
Grimmsburg
Twilight of Aredhel

Overall, it's between Spirit, Shadow, and Eye. I feel like BBB wrote all of them so it doesn't even matter, but I pick Eye of the Grootslang because it's coolio and awesome.



Good job every entrant!

I didn't enter because I only had the time and inspiration to write one part (bladesingers background) and not three. I had a hilarious idea though!
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Re: VOTING: LORE

by GeminiSparkSP » Mon Feb 13, 2017 6:49 am

I like Sha'tra's backstory. It incorporates the actual predators into the mix, something I never thought about. Furthermore, it's an actual backstory, like Bruce's entry. The problem I have with Oni is that, for something claiming to be Oni's backstory, it has too many other outside elements, and the character isn't prominent enough. It's also slightly difficult to take in because of the verbosity, especially for a non-English speaker like me. Besides, I'm more of a sci-fi guy.

To me, the Snapvine entry is my favorite. Short, simple, and easy to understand. The others are either too verbose for me (deep devils), or just doesn't interest me as much.

Despite its punctuation problems, I like the Big Bertha entry. It explains the history of the tower as well as its inner workings. Not that the mage entry is bad, I just prefer war machines over magic crystals.

While the Hammer entry is good, I feel that the hammer is too obvious of an artifact to talk about. Besides, the end definitely contradicts canon. The Dragon Rod on the other hand, is not commonly talked about, and has an interesting backstory.

I can give props to the Stormcloud entry for format originality. However, I prefer narration over perspective. The Hammerhold entry, despite its punctuation problems like the Big Bertha, managed to win me over. Grimmsburg's opening is hilarious though, and I like the idea of fairies twisting the daily life of ordinary townsfolk into tales.

The event entry is pretty good.

Voting:

The last Kiorian
The Striking Vines of the Za'golon River
500mm Big Bertha
Eye of the Grootslang
Hammerhold

Twilight of Aredhel is the only event entry, so voting it would be pointless.

Overall, I would pick The Last Kiorian as the best entry. It's right up in my alley on every aspect.
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Re: VOTING: LORE

by Big Bad Bug » Tue Feb 14, 2017 1:28 pm

Stop guessing my entries, Zonoro; I'm not even participating in contests anymore, so I don't have any. :P
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Re: VOTING: LORE

by Zonoro13 » Tue Feb 14, 2017 6:21 pm

Big Bad Bug wrote:Stop guessing my entries, Zonoro; I'm not even participating in contests anymore, so I don't have any. :P

Oh no I've been bamboozled by myself
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Re: VOTING: LORE

by Ninja » Tue Feb 14, 2017 9:52 pm

My favorite was by far Shadow over Ryly'eh. It's creepy, it's interesting, it displays a nice vocabulary, and it is a good explanation for one of the most intriguing species in the entire Kingdom Rush franchise. On top of that, the references to The Call of Cthulhu are obvious, but they're very appropriate and they really enhance the story. Bravo! (Also, I feel like Chimto wrote this one.)

I like the one about Oni as well; it's well written. However, I'm a little bit confused about what happened in between paragraphs 1 and 2. Was there a timeskip, or was Moloch just remembering that because he had just drank Istonn's soul (or was there something else)?

Also: Oni = Demonkiller ... not quite. :lol:

Bruce's backstory is my favorite of the character entries. The story is an extremely good explanation for Bruce's origins.

Neither of the tower entries appeal to me very greatly, but I prefer the one about the Big Bertha.

Eye of the Grootslang is an epic tale, and it has some really nice tie-ins with other things in the franchise. I also appreciate the fact that the Dragon King seems almost incomprehensibly OP.

The entry that was portraying a tour of Stormcloud is funny and, in my opinion, is a very interesting perspective for lore to take. Cool.

I vote for the following entries:

  • Bruce the Werelion
  • Shadow over Ryly'eh
  • Eye of the Grootslang
  • 500mm Big Bertha
  • A Tour of Stormcloud

I had fun reading all of the entries. Great job, guys! :yey:
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Re: VOTING: LORE

by Ruby_Hex » Wed Feb 15, 2017 5:14 am

RaZoR, out of curiosity, how many people have submitted their entries via PM? (aside from mine)
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Re: VOTING: LORE

by RaZoR LeAf » Wed Feb 15, 2017 9:45 am

Ruby_Hex wrote:RaZoR, out of curiosity, how many people have submitted their entries via PM? (aside from mine)


Only you, but I haven't posted my votes so technically mine are secret too ;)

I feel like this has been a very successful contest. We will definitely do this again.
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Re: VOTING: LORE

by GeminiSparkSP » Fri Feb 17, 2017 9:38 am

Welp, last day of voting. So far, only Zon, Ninja, and I who have voted publically. Did the others vote secretly?
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Re: VOTING: LORE

by FeedDaKingdom » Fri Feb 17, 2017 10:48 am

The last Kiorian
Shadow over Ryly'eh
The Workings of the High Elven Mage
Eye of the Grootslang
A Tour of Stormcloud
Twilight of Aredhel
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Re: VOTING: LORE

by Ninja » Fri Feb 17, 2017 1:19 pm

@Gemini: Ruby_Hex said he voted secretly, and RaZoR's doesn't need to be revealed until the contest ends.
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Re: VOTING: LORE

by The Kingmaker » Fri Feb 17, 2017 4:27 pm

I voted by PM also
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Re: VOTING: LORE

by RaZoR LeAf » Fri Feb 17, 2017 8:07 pm

The votes for individual entries are as follows:

With One vote each:

Spirit of Vengeance (The Kingmaker)
The History of War between the Jungle Tribes (AerisDraco)
Hammerhold (FeedDaKingdom)
The Hammer (Ruby_Hex)

With Two votes each:

The last Kiorian (Ruby_Hex)
The Striking Vines of the Za'golon River (Ruby_Hex)
Grimmsburg (GeminiSparkSP)

With Three votes, and in 3rd place:

The Workings of the High Elven Mage (AerisDraco)

With Four Votes each, and in joint 2nd place:

Bruce the Werelion (GeminiSparkSP)
Shadow over Ryly'eh (The Kingmaker)
500mm Big Bertha (FeedDaKingdom)
Tour of Stormcloud (AerisDraco)

With Six Votes and in 1st place:

The Eye of the Grootslang (The Kingmaker)

And in honorary 1st place by default:

Twilight of Aredhel (GeminiSparkSP)


The Overall votes are as follows:

With One Vote each and in 2nd place:

The Eye of the Grootslang
The Last Kiorian
500mm Big Bertha
Bruce the Werelion

With Two Votes and in 1st place:

Shadow over Ryly'eh
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Re: VOTING: LORE

by Zonoro13 » Fri Feb 17, 2017 9:38 pm

Gj kingmaker
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Re: VOTING: LORE

by The Kingmaker » Fri Feb 17, 2017 9:41 pm

:D
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Re: VOTING: LORE

by GeminiSparkSP » Sat Feb 18, 2017 3:50 am

Noice
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Re: VOTING: LORE

by Ninja » Sat Feb 18, 2017 4:08 am

Congratulations, Kingmaker! :D
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Re: VOTING: LORE

by Ruby_Hex » Sat Feb 18, 2017 6:41 am

Good job, Kingmaker. In fact... good job, everyone! I voted for "Bruce the Werelion", "The History of War Between the Jungle Tribes", "500mm Big Bertha", "Eye of the Grootslang" and "Grimmsburg". What do you guys think of my entries? I'd appreciate critiques!
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Re: VOTING: LORE

by RaZoR LeAf » Sun Feb 19, 2017 4:11 pm

Here's my feedback. Entries marked in bold are the ones I voted for:

The Last Kiorian - I like the inclusion of the predators in the story, it gives them a bit of a better reason for being hidden in the jungles too. Nothing too over the top, so generally speaking a good solid back story.

Bruce the Werelion - A fairly simple story of jealousy and curses, it treads on most hero backstory tropes but I think is the easiest to get on board with.

Spirit of Vengence - It's a little confusing, I had to read it more than once to fully understand it, as there are a lot of characters mentioned in it. I wasn't wholly satisfied with it but it wasn't a disaster.

The Striking Vines - Nice choice, going for something totally original and not an obvious one is always good in my books. It's a great idea, something that could easily be part of the games.

Shadow over Ryly'eh - Ooh, that's spooky! It has a Hellboy vibe to it, it reminds me of one of the comics I just can't think which one. Either the frog people or one of Abe's series. Either way, it's creepy and evil and makes me shiver.

The Twilight Elves - I'm not a fan of elves, everyone knows that about me, so I shy away from and generally ignore anything written about them, mainly because it's never anything that hasn't been said in some other fantasy genre first. That said, it's a fairy balanced story, but it ventures too close to being a prelude to war rather than just about the Twilight Elves.

The History of War - The way you've tied in the Saurians by using the spoken of but unseen Saqra is great. Overall a great story, and my second favourite of the category.

The Workings of the High Elven Mage - I love the detail that's gone in to how the gems are created, but it does get a little too confusing towards the end as the gems of various sizes are put to use.

500mm Big Bertha - Again, the detail in this entry is great, but its grounding in reality of artillery getting more streamlined was what made it the better choice for me.

The Hammer - I was a bit disappointed to be honest. Considering you referred to it as an artefact of great importance, its origins are left secret and it's just 'found in the desert'. Plus it contradicts the game where the hammer is seen fully intact at the end.

Eye of Grootslang - There's not much I can say that hasn't already been said about this entry. Very original, great storytelling.

A Tour of Stormcloud - This is a nice way of describing a place, it's different so t garners more attention than just a usual explanation of the place.

Grimmsburg - A disappointment if I'm honest. It's less about Grimmsburg and more about the origins of the fairy tales. I don't learn anything about the location other than people gossip about it.

Hammerhold - If not for the different storytelling style of Stormcloud, this would have received my vote. It's solid, doesn't rely too heavily on any other entities and manages to tie in well to current events too.

Twilight of Aredhel - I'm a little upset that the only entry to the Events group was for an event that's pretty well documented in the game (and is as usual about elves) but it was well written and made sense.


Overall I voted for Shadow over Ryly'eh as my favourite.

Ironically, before I decided not to answer, I was intending to write about Stormcloud, Sha'Tra and the Deep Devils. So that could have been awkward. I'm glad everyone chose different subjects.

I'm going to de-stick both the Contest and Voting threads for now. Ideas for the next Contest can be made in the usual thread. I have quite a few ideas partially written up, what I'm aiming for is less of the usual contests (towers, heroes, MC's) and more of things that haven't been done or aren't done often.
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Re: VOTING: LORE

by Ruby_Hex » Sun Feb 19, 2017 7:57 pm

RaZoR LeAf wrote:
The Last Kiorian - I like the inclusion of the predators in the story, it gives them a bit of a better reason for being hidden in the jungles too. Nothing too over the top, so generally speaking a good solid back story.

The Striking Vines - Nice choice, going for something totally original and not an obvious one is always good in my books. It's a great idea, something that could easily be part of the games.

The Hammer - I was a bit disappointed to be honest. Considering you referred to it as an artefact of great importance, its origins are left secret and it's just 'found in the desert'. Plus it contradicts the game where the hammer is seen fully intact at the end.


Thanks for the feedback, RaZoR!

I'm glad that you liked how I included the Yautja into my first entry. I didn't think that it would've made much sense for both the Yautja and a Yautja-inspired race to both be part of the KR universe, so I decided to give Sha'tra's similarities with the Yautja a reason, that reason being that he learned from their combat techniques and technology.

As for my second entry, thanks for the compliments. I didn't really go into that one thinking I should be totally original and do a species that no one else would do... Instead, it just kinda' happened that way 'cause I figured that the Snapvines were a bit random and could benefit from a backstory. That, and I think they're cool.

You raise a good point for my third entry, the fact that the hammer was just lying around in the desert was not really explained. I also have NO idea how I totally forgot that the hammer is intact near the end of KR:F. Overall, I think this entry is the weakest out of the bunch.
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